7 float sv_airaccelerate;
11 float sv_airaccel_sideways_friction;
13 float sv_airstopaccelerate;
14 float sv_airstrafeaccelerate;
15 float sv_maxairstrafespeed;
16 float sv_airstrafeaccel_qw;
18 float sv_aircontrol_power;
19 float sv_aircontrol_penalty;
20 float sv_warsowbunny_airforwardaccel;
21 float sv_warsowbunny_accel;
22 float sv_warsowbunny_topspeed;
23 float sv_warsowbunny_turnaccel;
24 float sv_warsowbunny_backtosideratio;
25 float sv_airspeedlimit_nonqw;
28 .entity ladder_entity;
30 .float swamp_slowdown;
34 .float spectatorspeed;
36 .float multijump_count;
37 .float multijump_ready;
38 .float prevjumpbutton;
40 .float prevtopspeed; // store the top speed during the last 0.25 seconds to make dodging at full speeds easier
41 .float prevtopspeed_time;
47 When you press the jump key
50 void PlayerJump (void)
58 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
59 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
63 mjumpheight = cvar("sv_jumpvelocity");
64 if (self.waterlevel >= WATERLEVEL_SWIMMING)
66 if (self.watertype == CONTENT_WATER)
67 self.velocity_z = 200;
68 else if (self.watertype == CONTENT_SLIME)
76 if (cvar("g_multijump"))
78 if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
79 self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again
81 self.multijump_ready = FALSE;
84 if(self.multijump_ready && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))
86 if (cvar("g_multijump") > 0)
88 if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity
91 if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
94 vector wishvel, wishdir;
96 curspeed = max(vlen(self.velocity - '0 0 1' * self.velocity_z), self.prevtopspeed);
97 makevectors(self.v_angle);
98 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
99 wishdir = normalize(wishvel);
101 self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
102 self.velocity_y = wishdir_y * curspeed;
103 // keep velocity_z unchanged!
105 self.multijump_count += 1;
107 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
109 else if (!doublejump)
110 if (!(self.flags & FL_ONGROUND))
114 if (!(self.flags & FL_JUMPRELEASED))
117 if(self.health <= g_bloodloss)
122 if(self.runes & RUNE_SPEED)
124 if(self.runes & CURSE_SLOW)
125 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
127 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
129 else if(self.runes & CURSE_SLOW)
131 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
135 if(g_minstagib && (self.items & IT_INVINCIBLE))
137 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
140 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
141 // velocity bounds. Final velocity is bound between (jumpheight *
142 // min + jumpheight) and (jumpheight * max + jumpheight);
144 if(cvar_string("sv_jumpspeedcap_min") != "")
148 minjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_min");
150 if (self.velocity_z < minjumpspeed)
151 mjumpheight += minjumpspeed - self.velocity_z;
154 if(cvar_string("sv_jumpspeedcap_max") != "")
156 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
157 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
159 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps")))
163 maxjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_max");
165 if (self.velocity_z > maxjumpspeed)
166 mjumpheight -= self.velocity_z - maxjumpspeed;
170 if(!(self.lastflags & FL_ONGROUND))
172 if(cvar("speedmeter"))
173 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
174 if(self.lastground < time - 0.3)
176 self.velocity_x *= (1 - cvar("sv_friction_on_land"));
177 self.velocity_y *= (1 - cvar("sv_friction_on_land"));
179 if(self.jumppadcount > 1)
180 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
181 self.jumppadcount = 0;
184 self.velocity_z = self.velocity_z + mjumpheight;
185 self.oldvelocity_z = self.velocity_z;
187 self.flags &~= FL_ONGROUND;
188 self.flags &~= FL_JUMPRELEASED;
191 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
193 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
196 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
198 self.restart_jump = -1; // restart jump anim next time
199 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
202 void CheckWaterJump()
204 local vector start, end;
206 // check for a jump-out-of-water
207 makevectors (self.angles);
209 start_z = start_z + 8;
211 normalize(v_forward);
212 end = start + v_forward*24;
213 traceline (start, end, TRUE, self);
214 if (trace_fraction < 1)
216 start_z = start_z + self.maxs_z - 8;
217 end = start + v_forward*24;
218 self.movedir = trace_plane_normal * -50;
219 traceline (start, end, TRUE, self);
220 if (trace_fraction == 1)
221 { // open at eye level
222 self.flags |= FL_WATERJUMP;
223 self.velocity_z = 225;
224 self.flags &~= FL_JUMPRELEASED;
225 self.teleport_time = time + 2; // safety net
231 float racecar_angle(float forward, float down)
233 float ret, angle_mult;
241 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
243 angle_mult = forward / (800 + forward);
246 return ret * angle_mult + 360 * (1 - angle_mult);
248 return ret * angle_mult;
251 void RaceCarPhysics()
253 // using this move type for "big rigs"
254 // the engine does not push the entity!
256 float accel, steer, f;
257 vector angles_save, rigvel;
259 angles_save = self.angles;
260 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
261 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
263 if(g_bugrigs_reverse_speeding)
267 // back accel is DIGITAL
268 // to prevent speedhack
278 makevectors(self.angles); // new forward direction!
280 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
282 float myspeed, upspeed, steerfactor, accelfactor;
284 myspeed = self.velocity * v_forward;
285 upspeed = self.velocity * v_up;
287 // responsiveness factor for steering and acceleration
288 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
289 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
291 if(myspeed < 0 && g_bugrigs_reverse_spinning)
292 steerfactor = -myspeed * g_bugrigs_steer;
294 steerfactor = -myspeed * f * g_bugrigs_steer;
296 if(myspeed < 0 && g_bugrigs_reverse_speeding)
297 accelfactor = g_bugrigs_accel;
299 accelfactor = f * g_bugrigs_accel;
300 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
306 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
310 if(!g_bugrigs_reverse_speeding)
311 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
318 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
322 if(g_bugrigs_reverse_stopping)
325 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
328 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
329 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
331 self.angles_y += steer * frametime * steerfactor; // apply steering
332 makevectors(self.angles); // new forward direction!
334 myspeed += accel * accelfactor * frametime;
336 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
340 myspeed = vlen(self.velocity);
342 // responsiveness factor for steering and acceleration
343 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
344 steerfactor = -myspeed * f;
345 self.angles_y += steer * frametime * steerfactor; // apply steering
347 rigvel = self.velocity;
348 makevectors(self.angles); // new forward direction!
351 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
352 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
353 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
354 //MAXIMA: solve(total_acceleration(v) = 0, v);
356 if(g_bugrigs_planar_movement)
358 vector rigvel_xy, neworigin, up;
361 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
365 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
368 mt = MOVE_NOMONSTERS;
370 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
371 up = trace_endpos - self.origin;
373 // BUG RIGS: align the move to the surface instead of doing collision testing
375 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
378 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
380 if(trace_fraction < 0.5)
383 neworigin = self.origin;
386 neworigin = trace_endpos;
388 if(trace_fraction < 1)
390 // now set angles_x so that the car points parallel to the surface
391 self.angles = vectoangles(
392 '1 0 0' * v_forward_x * trace_plane_normal_z
394 '0 1 0' * v_forward_y * trace_plane_normal_z
396 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
398 self.flags |= FL_ONGROUND;
402 // now set angles_x so that the car points forward, but is tilted in velocity direction
403 self.flags &~= FL_ONGROUND;
406 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
407 self.movetype = MOVETYPE_NOCLIP;
411 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
412 self.velocity = rigvel;
413 self.movetype = MOVETYPE_FLY;
417 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
418 if(trace_fraction != 1)
420 self.angles = vectoangles2(
421 '1 0 0' * v_forward_x * trace_plane_normal_z
423 '0 1 0' * v_forward_y * trace_plane_normal_z
425 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
433 vel_local_x = v_forward * self.velocity;
434 vel_local_y = v_right * self.velocity;
435 vel_local_z = v_up * self.velocity;
437 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
438 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
442 vector vf1, vu1, smoothangles;
443 makevectors(self.angles);
444 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
449 makevectors(angles_save);
450 vf1 = vf1 + v_forward * (1 - f);
451 vu1 = vu1 + v_up * (1 - f);
452 smoothangles = vectoangles2(vf1, vu1);
453 self.angles_x = -smoothangles_x;
454 self.angles_z = smoothangles_z;
457 float IsMoveInDirection(vector mv, float angle) // key mix factor
459 if(mv_x == 0 && mv_y == 0)
460 return 0; // avoid division by zero
461 angle -= RAD2DEG * atan2(mv_y, mv_x);
462 angle = remainder(angle, 360) / 45;
467 return 1 - fabs(angle);
470 float GeomLerp(float a, float lerp, float b)
486 return a * pow(fabs(b / a), lerp);
489 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
491 float zspeed, xyspeed, dot, k;
494 // this doesn't play well with analog input
495 if(self.movement_x == 0 || self.movement_y != 0)
496 return; // can't control movement if not moving forward or backward
499 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
504 k *= bound(0, wishspeed / sv_maxairspeed, 1);
506 zspeed = self.velocity_z;
508 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
510 dot = self.velocity * wishdir;
512 if(dot > 0) // we can't change direction while slowing down
514 k *= pow(dot, sv_aircontrol_power)*frametime;
515 xyspeed = max(0, xyspeed - sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
517 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
520 self.velocity = self.velocity * xyspeed;
521 self.velocity_z = zspeed;
524 float AdjustAirAccelQW(float accelqw, float factor)
526 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
529 // example config for alternate speed clamping:
530 // sv_airaccel_qw 0.8
531 // sv_airaccel_sideways_friction 0
532 // prvm_globalset server speedclamp_mode 1
534 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric, float speedlimit)
542 float vel_xy_current;
543 float vel_xy_backward, vel_xy_forward;
546 speedclamp = (accelqw < 0);
550 if(cvar("sv_gameplayfix_q2airaccelerate"))
551 wishspeed0 = wishspeed;
553 vel_straight = self.velocity * wishdir;
554 vel_z = self.velocity_z;
555 vel_xy = self.velocity - vel_z * '0 0 1';
556 vel_perpend = vel_xy - vel_straight * wishdir;
558 step = accel * frametime * wishspeed0;
560 vel_xy_current = vlen(vel_xy);
562 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
563 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
564 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
565 if(vel_xy_backward < 0)
566 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
568 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
570 if(sidefric < 0 && (vel_perpend*vel_perpend))
571 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
574 f = max(0, 1 + frametime * wishspeed * sidefric);
575 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
576 // this cannot be > 1
578 vel_perpend = vel_perpend * max(0, f);
581 fminimum = sqrt(fminimum);
582 vel_perpend = vel_perpend * max(fminimum, f);
586 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
588 vel_xy = vel_straight * wishdir + vel_perpend;
592 // ensure we don't get too fast or decelerate faster than we should
593 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
594 if(vel_xy_current > 0) // prevent division by zero
595 vel_xy = normalize(vel_xy) * vel_xy_current;
598 self.velocity = vel_xy + vel_z * '0 0 1';
601 void PM_AirAccelerate(vector wishdir, float wishspeed)
603 vector curvel, wishvel, acceldir, curdir;
604 float addspeed, accelspeed, curspeed, f;
610 curvel = self.velocity;
612 curspeed = vlen(curvel);
614 if(wishspeed > curspeed * 1.01)
616 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
620 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
621 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
623 wishvel = wishdir * wishspeed;
624 acceldir = wishvel - curvel;
625 addspeed = vlen(acceldir);
626 acceldir = normalize(acceldir);
628 accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
630 if(sv_warsowbunny_backtosideratio < 1)
632 curdir = normalize(curvel);
633 dot = acceldir * curdir;
635 acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
638 self.velocity += accelspeed * acceldir;
641 .vector movement_old;
644 .string lastclassname;
646 .float() PlayerPhysplug;
648 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
649 .float specialcommand_pos;
650 void SpecialCommand()
655 if(!CheatImpulse(99))
656 print("A hollow voice says \"Plugh\".\n");
660 float speedaward_speed;
661 string speedaward_holder;
662 void race_send_speedaward(float msg)
664 // send the best speed of the round
665 WriteByte(msg, SVC_TEMPENTITY);
666 WriteByte(msg, TE_CSQC_RACE);
667 WriteByte(msg, RACE_NET_SPEED_AWARD);
668 WriteInt24_t(msg, floor(speedaward_speed+0.5));
669 WriteString(msg, speedaward_holder);
672 float speedaward_alltimebest;
673 string speedaward_alltimebest_holder;
674 void race_send_speedaward_alltimebest(float msg)
676 // send the best speed
677 WriteByte(msg, SVC_TEMPENTITY);
678 WriteByte(msg, TE_CSQC_RACE);
679 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
680 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
681 WriteString(msg, speedaward_alltimebest_holder);
684 string GetMapname(void);
685 float speedaward_lastupdate;
686 float speedaward_lastsent;
687 void SV_PlayerPhysics()
689 local vector wishvel, wishdir, v;
690 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
693 float not_allowed_to_move;
696 // fix physics stats for g_movement_highspeed
697 self.stat_sv_airaccel_qw = AdjustAirAccelQW(sv_airaccel_qw, autocvar_g_movement_highspeed);
698 if(sv_airstrafeaccel_qw)
699 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(sv_airstrafeaccel_qw, autocvar_g_movement_highspeed);
701 self.stat_sv_airstrafeaccel_qw = 0;
702 self.stat_sv_airspeedlimit_nonqw = sv_airspeedlimit_nonqw * autocvar_g_movement_highspeed;
704 if(self.PlayerPhysplug)
705 if(self.PlayerPhysplug())
708 self.race_movetime_frac += frametime;
709 f = floor(self.race_movetime_frac);
710 self.race_movetime_frac -= f;
711 self.race_movetime_count += f;
712 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
716 buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_HOOK + 64 * self.BUTTON_USE + 128 * (self.movement_x < 0) + 256 * (self.movement_x > 0) + 512 * (self.movement_y < 0) + 1024 * (self.movement_y > 0);
720 else if(buttons == 1)
722 else if(buttons == 2)
724 else if(buttons == 128)
726 else if(buttons == 256)
728 else if(buttons == 512)
730 else if(buttons == 1024)
735 if(c == substring(specialcommand, self.specialcommand_pos, 1))
737 self.specialcommand_pos += 1;
738 if(self.specialcommand_pos >= strlen(specialcommand))
740 self.specialcommand_pos = 0;
745 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
746 self.specialcommand_pos = 0;
748 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
750 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
751 self.parm_idlesince = time;
753 buttons_prev = self.buttons_old;
754 self.buttons_old = buttons;
755 self.movement_old = self.movement;
756 self.v_angle_old = self.v_angle;
758 if(time < self.nickspamtime)
759 if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
761 // slight annoyance for nick change scripts
762 self.movement = -1 * self.movement;
763 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
765 if(self.nickspamcount >= cvar("g_nick_flood_penalty_red")) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
767 self.angles_x = random() * 360;
768 self.angles_y = random() * 360;
769 // at least I'm not forcing retardedview by also assigning to angles_z
774 if (self.punchangle != '0 0 0')
776 f = vlen(self.punchangle) - 10 * frametime;
778 self.punchangle = normalize(self.punchangle) * f;
780 self.punchangle = '0 0 0';
783 if (self.punchvector != '0 0 0')
785 f = vlen(self.punchvector) - 30 * frametime;
787 self.punchvector = normalize(self.punchvector) * f;
789 self.punchvector = '0 0 0';
792 if (clienttype(self) == CLIENTTYPE_BOT)
794 if(playerdemo_read())
799 MUTATOR_CALLHOOK(PlayerPhysics);
801 self.items &~= IT_USING_JETPACK;
803 if(self.classname == "player")
805 if(self.race_penalty)
806 if(time > self.race_penalty)
807 self.race_penalty = 0;
809 not_allowed_to_move = 0;
810 if(self.race_penalty)
811 not_allowed_to_move = 1;
812 if(!cvar("sv_ready_restart_after_countdown"))
813 if(time < game_starttime)
814 not_allowed_to_move = 1;
816 if(not_allowed_to_move)
818 self.velocity = '0 0 0';
819 self.movetype = MOVETYPE_NONE;
820 self.disableclientprediction = 2;
822 else if(self.disableclientprediction == 2)
824 if(self.movetype == MOVETYPE_NONE)
825 self.movetype = MOVETYPE_WALK;
826 self.disableclientprediction = 0;
830 if (self.movetype == MOVETYPE_NONE)
837 if(self.runes & RUNE_SPEED)
839 if(self.runes & CURSE_SLOW)
840 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
842 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
844 else if(self.runes & CURSE_SLOW)
846 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
850 if(g_minstagib && (self.items & IT_INVINCIBLE))
852 maxspd_mod = cvar("g_minstagib_speed_moverate");
855 if(g_nexball && self.ballcarried)
857 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
862 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
865 if(self.classname != "player")
867 maxspd_mod = cvar("sv_spectator_speed_multiplier");
868 if(!self.spectatorspeed)
869 self.spectatorspeed = maxspd_mod;
870 if(self.impulse && self.impulse <= 19)
872 if(self.lastclassname != "player")
874 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
875 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
876 else if(self.impulse == 11)
877 self.spectatorspeed = maxspd_mod;
878 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
879 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
880 else if(self.impulse >= 1 && self.impulse <= 9)
881 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
882 } // otherwise just clear
885 maxspd_mod = self.spectatorspeed;
888 spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
889 if(self.speed != spd)
893 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
894 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
895 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
896 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
899 maxspd_mod *= swampspd_mod; // only one common speed modder please!
902 // if dead, behave differently
906 if (!self.fixangle && !g_bugrigs)
909 self.angles_y = self.v_angle_y;
913 if(self.flags & FL_ONGROUND)
918 if(self.waterlevel < WATERLEVEL_SWIMMING)
919 if(time >= self.ladder_time)
922 self.nextstep = time + 0.3 + random() * 0.1;
923 trace_dphitq3surfaceflags = 0;
924 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
925 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
927 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
928 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
930 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
938 if(self.classname == "player")
940 if(self.flags & FL_ONGROUND)
942 if (cvar("g_multijump") > 0)
943 self.multijump_count = 0;
945 self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
948 if(vlen(self.velocity) >= self.prevtopspeed || time - self.prevtopspeed_time > 0.25)
950 self.prevtopspeed_time = time;
951 self.prevtopspeed = vlen(self.velocity - '0 0 1' * self.velocity_z);
954 if (self.BUTTON_JUMP)
957 self.flags |= FL_JUMPRELEASED;
959 if (self.waterlevel == WATERLEVEL_SWIMMING)
961 self.prevjumpbutton = self.BUTTON_JUMP;
964 if (self.flags & FL_WATERJUMP )
966 self.velocity_x = self.movedir_x;
967 self.velocity_y = self.movedir_y;
968 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
970 self.flags &~= FL_WATERJUMP;
971 self.teleport_time = 0;
974 else if (g_bugrigs && self.classname == "player")
978 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
980 // noclipping or flying
981 self.flags &~= FL_ONGROUND;
983 self.velocity = self.velocity * (1 - frametime * sv_friction);
984 makevectors(self.v_angle);
985 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
986 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
988 wishdir = normalize(wishvel);
989 wishspeed = vlen(wishvel);
990 if (wishspeed > sv_maxspeed*maxspd_mod)
991 wishspeed = sv_maxspeed*maxspd_mod;
992 if (time >= self.teleport_time)
993 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
995 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
998 self.flags &~= FL_ONGROUND;
1000 makevectors(self.v_angle);
1001 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1002 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1003 if (wishvel == '0 0 0')
1004 wishvel = '0 0 -60'; // drift towards bottom
1006 wishdir = normalize(wishvel);
1007 wishspeed = vlen(wishvel);
1008 if (wishspeed > sv_maxspeed*maxspd_mod)
1009 wishspeed = sv_maxspeed*maxspd_mod;
1010 wishspeed = wishspeed * 0.7;
1013 self.velocity = self.velocity * (1 - frametime * sv_friction);
1015 // water acceleration
1016 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1018 else if (time < self.ladder_time)
1020 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1021 self.flags &~= FL_ONGROUND;
1023 self.velocity = self.velocity * (1 - frametime * sv_friction);
1024 makevectors(self.v_angle);
1025 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1026 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1028 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
1030 self.velocity_z = self.velocity_z + sv_gravity * frametime;
1031 if (self.ladder_entity.classname == "func_water")
1034 if (f > self.ladder_entity.speed)
1035 wishvel = wishvel * (self.ladder_entity.speed / f);
1037 self.watertype = self.ladder_entity.skin;
1038 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1039 if ((self.origin_z + self.view_ofs_z) < f)
1040 self.waterlevel = WATERLEVEL_SUBMERGED;
1041 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1042 self.waterlevel = WATERLEVEL_SWIMMING;
1043 else if ((self.origin_z + self.mins_z + 1) < f)
1044 self.waterlevel = WATERLEVEL_WETFEET;
1047 self.waterlevel = WATERLEVEL_NONE;
1048 self.watertype = CONTENT_EMPTY;
1052 wishdir = normalize(wishvel);
1053 wishspeed = vlen(wishvel);
1054 if (wishspeed > sv_maxspeed*maxspd_mod)
1055 wishspeed = sv_maxspeed*maxspd_mod;
1056 if (time >= self.teleport_time)
1058 // water acceleration
1059 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1062 else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
1064 //makevectors(self.v_angle_y * '0 1 0');
1065 makevectors(self.v_angle);
1066 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1067 // add remaining speed as Z component
1068 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
1069 // fix speedhacks :P
1070 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1071 // add the unused velocity as up component
1074 // if(self.BUTTON_JUMP)
1075 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1077 // it is now normalized, so...
1078 float a_side, a_up, a_add, a_diff;
1079 a_side = cvar("g_jetpack_acceleration_side");
1080 a_up = cvar("g_jetpack_acceleration_up");
1081 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
1083 wishvel_x *= a_side;
1084 wishvel_y *= a_side;
1090 //////////////////////////////////////////////////////////////////////////////////////
1091 // finding the maximum over all vectors of above form
1092 // with wishvel having an absolute value of 1
1093 //////////////////////////////////////////////////////////////////////////////////////
1094 // we're finding the maximum over
1095 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1096 // for z in the range from -1 to 1
1097 //////////////////////////////////////////////////////////////////////////////////////
1098 // maximum is EITHER attained at the single extreme point:
1099 a_diff = a_side * a_side - a_up * a_up;
1102 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1103 if(f > -1 && f < 1) // can it be attained?
1105 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1106 //print("middle\n");
1109 // OR attained at z = 1:
1110 f = (a_up + a_add) * (a_up + a_add);
1116 // OR attained at z = -1:
1117 f = (a_up - a_add) * (a_up - a_add);
1121 //print("bottom\n");
1124 //////////////////////////////////////////////////////////////////////////////////////
1126 //print("best possible acceleration: ", ftos(best), "\n");
1129 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
1130 if(wishvel_z - sv_gravity > 0)
1131 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1133 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1136 fvel = vlen(wishvel);
1139 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
1141 fvel = min(1, vlen(wishvel) / best);
1142 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1143 f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1147 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1149 if (f > 0 && wishvel != '0 0 0')
1151 self.velocity = self.velocity + wishvel * f * frametime;
1152 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1153 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1154 self.flags &~= FL_ONGROUND;
1155 self.items |= IT_USING_JETPACK;
1157 // jetpack also inhibits health regeneration, but only for 1 second
1158 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1161 else if (self.flags & FL_ONGROUND)
1163 // we get here if we ran out of ammo
1164 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1165 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1168 makevectors(self.v_angle_y * '0 1 0');
1169 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1171 if(!(self.lastflags & FL_ONGROUND))
1173 if(cvar("speedmeter"))
1174 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1175 if(self.lastground < time - 0.3)
1176 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1177 if(self.jumppadcount > 1)
1178 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1179 self.jumppadcount = 0;
1182 #ifdef LETS_TEST_FTEQCC
1183 if(self.velocity_x || self.velocity_y)
1201 if (f < sv_stopspeed)
1202 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1204 f = 1 - frametime * sv_friction;
1206 self.velocity = self.velocity * f;
1208 self.velocity = '0 0 0';
1212 wishdir = normalize(wishvel);
1213 wishspeed = vlen(wishvel);
1214 if (wishspeed > sv_maxspeed*maxspd_mod)
1215 wishspeed = sv_maxspeed*maxspd_mod;
1217 wishspeed = wishspeed * 0.5;
1218 if (time >= self.teleport_time)
1219 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1224 // we get here if we ran out of ammo
1225 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1226 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1230 maxairspd = sv_maxairspeed*maxspd_mod;
1231 airaccel = sv_airaccelerate*maxspd_mod;
1235 maxairspd = sv_maxairspeed;
1236 airaccel = sv_airaccelerate;
1239 makevectors(self.v_angle_y * '0 1 0');
1240 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1242 wishdir = normalize(wishvel);
1243 wishspeed = wishspeed0 = vlen(wishvel);
1244 if (wishspeed0 > sv_maxspeed*maxspd_mod)
1245 wishspeed0 = sv_maxspeed*maxspd_mod;
1246 if (wishspeed > maxairspd)
1247 wishspeed = maxairspd;
1249 wishspeed = wishspeed * 0.5;
1250 if (time >= self.teleport_time)
1257 airaccelqw = self.stat_sv_airaccel_qw;
1258 accelerating = (self.velocity * wishdir > 0);
1259 wishspeed2 = wishspeed;
1262 if(sv_airstopaccelerate)
1265 curdir = self.velocity;
1267 curdir = normalize(curdir);
1268 airaccel = airaccel + (sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1270 // note that for straight forward jumping:
1271 // step = accel * frametime * wishspeed0;
1272 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1274 // dv/dt = accel * maxspeed (when slow)
1275 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1276 // log dv/dt = logaccel + logmaxspeed (when slow)
1277 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1278 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1279 if(sv_maxairstrafespeed)
1280 wishspeed = min(wishspeed, GeomLerp(sv_maxairspeed*maxspd_mod, strafity, sv_maxairstrafespeed*maxspd_mod));
1281 if(sv_airstrafeaccelerate)
1282 airaccel = GeomLerp(airaccel, strafity, sv_airstrafeaccelerate*maxspd_mod);
1283 if(self.stat_sv_airstrafeaccel_qw)
1284 airaccelqw = copysign(1-GeomLerp(1-fabs(self.stat_sv_airaccel_qw), strafity, 1-fabs(self.stat_sv_airstrafeaccel_qw)), ((strafity > 0.5) ? self.stat_sv_airstrafeaccel_qw : self.stat_sv_airaccel_qw));
1287 if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1288 PM_AirAccelerate(wishdir, wishspeed);
1290 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1293 CPM_PM_Aircontrol(wishdir, wishspeed2);
1297 if((g_cts || g_race) && self.classname != "observer") {
1298 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1299 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1300 speedaward_holder = self.netname;
1301 speedaward_lastupdate = time;
1303 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1309 race_send_speedaward(MSG_ALL);
1310 speedaward_lastsent = speedaward_speed;
1311 if (speedaward_speed > speedaward_alltimebest) {
1312 speedaward_alltimebest = speedaward_speed;
1313 speedaward_alltimebest_holder = speedaward_holder;
1314 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1315 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
1316 race_send_speedaward_alltimebest(MSG_ALL);
1321 if(self.flags & FL_ONGROUND)
1322 self.lastground = time;
1324 self.lastflags = self.flags;
1325 self.lastclassname = self.classname;